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November 01

(M)Ore or Less - 13th November 01 - nocturne
Latest Game Update :: Changes to Ore Spawn -
We fixed a bug causing areas in Ilshenar to produce pieces of ore that didn’t produce ingots when smelted, and a direct result of that bug fix was that ore areas will now restock independently of each other. Other changes were made at the same time to increase the rarity of rare ores, as well as give experienced miners the ability to influence their frequency of obtaining the rarer types of ore.

Here is what changed:
  • Ore zone restock times are now random, where they used to restock on a set interval simultaneously across the entire server. The average restock time is shorter by approximately two minutes than the old fixed interval.
  • The amount of ore stocked in a zone is no longer constant, but is now randomized. The minimum amount is higher than it used to be.
  • Ore zones will now have a chance to change color every time they restock . We set the odds of a zone changing color to a very low number. Basically, if a particular zone is mined every minute the server is up day after day, then on average it will change color once per month (but it could happen much sooner or much later than that).
  • All randomizations are done using bell curve distributions, meaning that the average time interval/ore amount will be more common than an unusually high or low time interval/ore amount.
  • There are now things players can do/learn to influence their mining results, but we’re leaving it up to the players to discover those.
There are now things players can do/learn to influence their mining results, but we’re leaving it up to the players to discover those.
We will be putting these methods ((when we figure out what they are)), on the Mining page.
FYI :: Client Patch -
We will be releasing a client patch on Monday, November 12th at approximately 2:00pm CST. This patch includes a memory-related crash fix, as well as various localization files. The version for the 2D client will not change from 3.0.5d, since no executable changes are included in the patch for that client. However, the version for the 3D client should now be 3.0.5f Build 82.

Publish Update - 15th November 01 - nocturne
FYI :: Publish update/Lake Superior fixes -
The items listed in our “Next Update” section include a wide variety of updates and fixes (noted here), and these changes were recently published to the Lake Superior shard while we monitored them. We noticed some instances that required additional attention.

We have brought down the Lake Superior shard, and upon its return, the items listed below will have been corrected. We will continue monitoring the Lake Superior shard for any further issues. We apologize for any inconvenience this may cause.
  • Fletching problems: The fletching skill was not properly noting/checking the fletcher’s actual skill level when crafting, with players receiving error messages stating they don’t have enough skill to make a given weapon, and non-GM fletchers were unable to craft heavy crossbows. These issues have been fixed.
  • Too many arrows being used per shot: Archers have been using up more than one arrow for each arrow shot. Sometimes, for example, 3 arrows will disappear from the archer’s pack when only one arrow was fired. This has been fixed.
  • Pre-patch Moonstones: When players attempted to use pre-patch moonstones, they did not work and the user was told that he “cannot bury it here.” These pre-patch moonstones should now work properly.
  • Golems could not be healed with the new tinker menu: Golems should now be able to be healed, with the aid of a new feature in the new tinkering menu.
  • Some players are not being paid for completed bulk blacksmithing orders: Player who receive & complete bulk orders should now receive the proper payment for them.
  • Runebooks were not displaying their player-created titles: This has been fixed, and runebooks should now properly display their player-created titles.
  • Runic Hammers were allowing players to enchant armor: This will no longer happen. Runic hammers will still enchant weapons, as intended, but will no longer enchant armor. Any armor that was enchanted in this manner will lose their enchantment.
  • Skill gains in Cartography were advancing too rapidly: This has been fixed.

Ye Bigge Patche - 30th November 01 - nocturne
Latest Game Update :: Bulk Order Deeds -
Bulk Order Deeds - A system that gives crafters (in this case, blacksmiths) the chance to fulfill bulk orders of specified items in return for extra rewards.
Latest Game Update :: Crafting System Overhaul -
Crafting System - Several updates and changes will occur that will eventually affect all of Ultima Online’s crafting systems. The goals of these changes include: creating a consistent interface for all crafting skills, allowing the player to understand a greater level of detail about his crafting activities, greater CPU efficiency, and adaptability & expandability as crafting systems are modified at later dates.
Latest Game Update :: Changes to Animal Lore -
Classes :: The Tamer Changes to Animal Lore - Animal Lore skill will be updated as a stand-alone skill, to accommodate localization issues and player- and Dev Team-driven suggested changes. This update does not include any changes where Animal Lore coordinates with any other skill. Players will be able to use Animal Lore to gain two items of additional information about a given animal.
Latest Game Update :: Updating NPCs, houses, the guild, party & faction systems, and more -
A large variety of bug fixes and changes are being addressed in this update, involving some aspects of NPCs, houses, skill gain, the guild & party systems, spellcasting, some map regions, the faction system, as well as including various miscellaneous bug fixes. (Please note that these changes are already active on the Lake Superior shard.)

  • NPC Updates
    • Shopkeepers will now give murder counts correctly.
    • Multiple following NPCs will no longer stop following their target.
    • Problems with shopkeeper items not matching up with their images and prices has been fixed.
    • Shopkeeper pack limit has been increased to 230 items.
    • NPC vendors will no longer buy bank checks.
  • House and Lockdown Updates
    • Scrolls that are locked down in houses will no longer decay.
    • Fixed a problem with items decaying when placed in a locked down chest.
    • Players will no longer be able to combine ore with ore that is locked down.
    • A problem where the buttons would overlap in the recipient side of the house transfer gump has now been corrected.
    • Fixed an issue to now allow house co-owners to be able to re-deed a “flaming head” veteran reward, which they placed themselves.
    • A player now needs to be within 6 tiles of the target area to place a house.
    • Co-owners are now able to dye locked down furniture.
  • Skill Updates
    • A problem with being able to gain carpentry skill without using up resources has been fixed.
    • Fixed an exploit using a dead boat key to gain Eval Int and Meditation.
  • Guild and Party System Updates
    • A problem with guildstone teleporters has been fixed.
    • A problem with guild wars in Trammel has been fixed.
    • You will now receive a message when you have been kicked out of a guild.
    • Fix for the party message spam crash.
    • The initial loot state for party leaders will now be “can loot”.
  • Spell Updates
    • A consistency problem with spell casting gestures has been resolved.
    • Spell damage will now disturb your meditation.
    • When you cast polymorph, your avatar and paperdoll will no longer “fall down” when the spell takes effect.
  • Map Updates
    • Spawn between Minoc and Vesper has been reduced.
    • Mongbat spawn at Moonglow moongate has been reduced.
    • The forge at coords 1259 284 -19 in Ilshenar is now functioning.
    • Some important buildings in Haven have been rearranged to make it easier for new players to find things right away.
  • Faction Fixes and Updates
    • Faction messaging will be re-enabled.
    • Faction messages increase to 4 per hour.
    • Issues with murder reprieves are addressed (some characters were not getting the reprieve).
    • Minax stronghold will become part of the map - this will address the load times and people being stuck there.
    • Faction vendors will not block players.
    • Sigils will remain at the correct elevation at all times.
    • Sigils cannot be stolen unless you are the same z or lower and have clear line of sight.
    • “I honor your leadership” will work for all faction players.
    • Faction skill loss penalty will affect all skills.
    • If you are quitting a faction and hold an office you will be removed from office.
    • Issues with players not getting a faction robe when joining a faction have been resolved.
    • Issues with players not being able to equip the correct number of faction items have been addressed.
    • Issues with characters being stuck in order and chaos guilds and thus not being allowed to join a faction have been resolved.
    • Faction vendors and guards can be dismissed using a targeting cursor.
    • Issues with warhorses not highlighting the correct color have been addressed.
    • Faction warhorses will not respond to orders from anyone not in their faction.
    • Faction warhorses cannot be transferred or friended to anyone not in their faction.
    • Faction warhorses can only be retamed by someone in their faction.
    • Issues surrounding houses above the yew crypts blocking access to the shadowlord base have been addressed.
    • You can no longer heal a faction guard if you aren’t a member of its faction.
    • Faction guards will call guards if they are attacked by non-faction enemies (same faction and blues).
    • An issue allowing young players to join a faction temporarily has been addressed.
    • Faction titles will no longer display in Trammel.
    • Faction enemies will hue blue in Trammel.
    • Faction war horses will require rank 2 to ride.
    • Players flagged as aggressors to another player, or criminal for any reason, will not be able to use public moongates.
    • Sigils will not be stealable for 1 hour after a server starts, to avoid thieves stealing a sigil before anyone is online to defend it.
    • Issues involving the rules of moving around with sigils have been addressed - meaning the rules governing what you can do while carrying a sigil will work in all cases.
    • Faction warhorses will not be as deadly an offensive weapon in combat.
    • Issues with silver for killing enemy monsters and players have been addressed.
    • Issues with faction traps not giving correct silver to trap placer have been addressed.
    • Issues with faction allied mobs not highlighting and giving silver in all cases have been addressed.
    • [Added 301001] Corpses will now hue the correct color for looting - a corpse that is orange is lootable (meaning you did damage), while a corpse that is blue is not lootable (it will include enemies you didn’t damage). Grey and red corpses are lootable.
    • [Added 121101] Faction message typos and incorrect messages when in the war/peace phase have been fixed.
    • [Added 121101] Problems with transferring killpoints and karma have been fixed.
    • [Added 121101] A problem with faction robes has been fixed.
    • [Added 121101] Players that are not in a faction will no longer be able to heal NPCs that are in a faction.
  • Miscellaneous Bug Fixes
    • Harm wands now work in Trammel.
    • The “zero iron ore” bug has been fixed.
    • A problem with murderers getting stuck in Ilshenar has been fixed.
    • If a player becomes a murderer in another player’s presence, they will now highlight red immediately.
    • Boats will no longer get stuck near Haven’s border.
    • Arrows will no longer float on water (floating arrows would block boats).
    • Players will no longer be able to shoot arrows that they do not have.
    • An issue with player speech location has been fixed.
    • Fixed a stealing/recall exploit.
    • Fixed a problem with GMs becoming visible while walking through player-created gates.
    • Players will no longer see “you cannot use this” messages when they try to open the paper doll of a player that is using the poisoning skill.
    • Fixed an exploit where players were dying their hair purple by using the sigil.
    • Fixed an exploit allowing dead players to still have their items when resurrected.
    • You are now able to collect your items from a dead pack horse without being flagged a criminal.
    • A problem with gargoyle pickaxes has been fixed.
    • Items will no longer fall beneath pentagrams and abbatoirs.
    • Treasure Maps not found in Felucca will default to Trammel.
    • Pets now inherit the karma level of their owner.
    • Killing wild pets will no longer give bad karma to the killer.
    • Unicorns and Kirin will now consume normal fruit provided by player.
    • All containers should now show their contained count and weight.
    • Fixed a bug involving stacking containers.
    • Empty bottles now weigh 1/10 stone when in a stack.
    • Players will no longer be able to equip runebooks.
    Latest Game Update :: New Player Experiences -
    It can be difficult to start off in a new world, with only the tools of your craft and no training in how to use them. We are in the process of adding several “directed experiences” to the early game, as a way to help those players new to Ultima Online learn their craft and be better prepared to excell in their chosen profession.
    • Blacksmith: This Haven-based tutorial will focus on helping new players to develop the abilities and skills needed for a blacksmith. The player will be assisted by one or more NPCs and given the option to participate in several activities, specifically designed to guide new players in the basics needed for a blacksmith character.
      • Some focal points of this “directed experience” will be learning the tools of the trade, how to craft items, and how to mine.
    • Mage: This Haven-based tutorial will focus on developing the abilities and skills needed for a mage. The player will be assisted by one or more NPCs and will be given the option to participate in several activities, specifically designed to guide new players in the basics needed for a mage character.
      • Some focal points of this “directed experience” will be learning about reagents, casting spells, and adventuring as a mage.
    • Warrior: This Haven-based tutorial will focus on developing the abilities and skills needed for a warrior. The player will be assisted by one or more NPCs and given the option to participate in several activities, specifically designed to guide new players in the basics needed for a warrior character.
      • Some focal points of this “directed experience” will be learning about armor & weapons, combat with monsters, and adventuring as a warrior.
    Latest Game Update :: Context Sensitive Menus -
    Context Sensitive Menus - Context-sensitive menus are new menus players can use to access the various functionalities available on creatures and NPCs, such as accessing the shopkeeper interface, being trained by an NPC, ordering a pet to attack, or opening your bank box from a banker.
    Speech triggers in Ultima Online can be difficult to use in certain situations, such as buying or selling from a vendor standing behind a counter in a crowded shop. With the variety of speech triggers in use, it can also be quite a task just to learn them all!

    Context-sensitive menus are new menus players can use to access the various functionalities available on creatures and NPCs, such as accessing the shopkeeper interface, being trained by an NPC, ordering a pet to attack, or opening your bank box from a banker.

    The default method of accessing these menus will be a single left-click on the creature or NPC, although players can change it to use shift-left-click instead if they prefer. For the first few days after this system’s activation, a gump will pop up the first time a player logs in, allowing them to choose how they wish to access these menus (left-click vs. shift-left-click). Players will always be able to go back and change this option later.

    If you click on an NPC or creature you can interact with, you can select from several relevant options, such as:
    • Bankers now have the following menu options:
      • Open Bankbox
        • Player must be within 8 tiles of banker.
        • Player must not be a criminal.
    • Shopkeepers now have the following menu options:
      • Buy
        • Player must be within 8 tiles of shopkeeper.
        • Player must not have the lowest level of karma.
        • Player must not be a murderer.
      • Sell
        • Player must be within 8 tiles of shopkeeper.
        • Player must not have the lowest level of karma.
        • Player must not be a murderer.
    • Escorts now have the following menu options available:
      • Accept Escort
        • Player must be within 3 tiles of escort.
        • Escort must be available.
        • Player must not have an escort already.
        • Player’s last escort acceptance must have been over 5 minutes ago.
      • Ask Destination
        • Player must be within 3 tiles of escort.
        • Escort must be available or escorted by you.
      • Abandon Escort
        • Escort must be escorted by you.
    • Pets and Hirelings now have the following menu options: (For all pet/hireling commands, player must be within 12 tiles of the pet/hireling, and be the owner of the pet/hireling.)
      • Command: Kill
      • Command: Stop
      • Command: Follow
      • Command: Stay
      • Command: Guard
      • Add Friend
      • Transfer
    • Pets have the following additional menu option:
      • Release
    • Hirelings have the follow additional menu options:
      • Hire (NPC must not be employed; i.e. no master.)
      • Dismiss
    • All animals that can be tamed will have the following menu option:
      • Tame
        • Player must be within 8 tiles of creature.
        • Animal must not already be tame.
        • Player must have the required taming skill.
    • Stablemasters now have the following menu options:
      • Claim All
        • Player must be within 8 tiles of the stablemaster.
        • Player must have 1 or more pets stabled.
      • Stable Pet
        • Player must be within 8 tiles of the stablemaster.
    • All NPCs who can train, including shopkeepers, will have the following menu options:
      • Train
        • NPC must not be unemployed; i.e. no master.
        • NPC must at least 60.0 in the skill to be trained.
        • Player must have any prereqs for skill.
        • Player must have less than 1/3 of the trainer’s skill.
    • All human NPCs and players have the following menu option:
      • Open Paperdoll
    • Your own avatar has the following menu option:
      • Open Backpack
    • If you are young and going through the directed experience:
      • View Quest Log
    House Lockdown and Item Placement, House Banning, and Ship Commands are extremely complex systems, and the menus needed to access all the necessary functions would be huge and unwieldy. New systems for these may be addressed in a later publish.


    The State of the Economy - 01st November 01 - nocturne
    Vex talks about his plans for the UO economy in Dev Team Comments.
    Howdy! This is the second installment in a series of comments from me on the state of, and our future plans for, the virtual in-game economy of Ultima Online.

    Recently, we made some changes to UO that were intended to increase the availability and stabilize the prices of reagents. Those changes worked as intended, but there was an unfortunate side effect. The availability of many other commonly used supplies increased enormously as well. Leather, boards, ingots, arrows, and crossbow bolts suddenly became widely available at cheap prices. In-game resource gatherers were heavily impacted by this.

    Now, we just need to do some fine-tuning.
    General Testing :: Commodities Update -
    Five specific resources will be affected in how they are purchased from, and sold to, by NPC shopkeepers. These five commodities are: leather, ingots (iron), wood (boards), crossbow bolts, and arrows. These changes are designed to help accommodate consumers, allowing them to purchase these five commodities in bulk, while not excluding the efforts of related resource gathering professionals.

    The details of this update are listed below.

    Five specific resources will be affected by this change, referred to in this document as the “five commodities”. They are:
    • leather
    • ingots (iron)
    • wood (boards)
    • crossbow bolts
    • arrows
    These NPC shopkeepers will track the sales and purchases of these commodities, and adjust their prices based on how much of these items they buy from or sell to players.
    • NPC shopkeepers will always have 500 of their respective commodity for sale.
    • Each NPC will track prices individually for each of the five commodities.
    • If the NPC sells more of these commodities to players than she has bought from players, her price for that commodity will increase.
    • If the NPC doesn’t buy or sell any of a particular commodity, her price for that commodity won’t change.
    • If the NPC buys and sells similar amounts of a particular commodity, his or her price for that commodity won’t change.
    • If the NPC buys more of a commodity from a player than he or she sells to players, his or her price for that commodity will decrease.
    Players will be able to buy or sell up to 500 of each of these five commodities from an NPC shopkeeper at one time. Players will be able to sell these five commodities to related NPC shopkeepers for 1 gold piece less per item than that shopkeeper’s current selling price, regardless of the original price paid for those items.

    All NPC shopkeepers will now have unlimited funds for transactions. On occasions where NPC shopkeepers must be deleted & re-spawned, they will immediately have 500 of their respective commodity available, instead of restocking at slower-than-normal rates in the days that follow their re-spawning.

    Dev Postings - 04th November 01 - nocturne
    Calandryll -
    They might gain, but in truth, a GM golem has very high stats/skills anyway. They wouldn’t be able to gain much if anything when made by a GM tinker.

    In a sense, yes. Golems check for the owner from time to time and if the owner is not in sight (meaning too far away, hidden, etc.) the golem can fall apart.
    Adrick -
    Risk vs reward

    Is the problem with factions the fact that those who join a faction are more skilled and able to put up a better fight? Gank fest? Pk Anti fights were for the most part gank fests to - I know I did both for 2 years.

    If the moongates are camped wait till 14 -

    Scenerio -
    1] huge gank squad is camping the gate
    2] Send some orange targets with no loot through the gate
    3] Group ganks them all going agro to a player.
    4] Sweep in from off screen for a huge fight and laugh as no one who ganked the bogus targets can escape via the gate.

    The Path of the Humble - 05th November 01 - nocturne
    Humility, currently In Development, has been modified.
    “Perceiving one’s place in the world, not according to one’s own accomplishments, but according to the intrinsic value of all individuals.”
    Pursuit of Humility will be designed to encourage veteran players to help new players, in that they will specifically advance in this Virtue by helping [young] players.

    D.I.C.E. - 06th November 01 - nocturne
    The Academy of Interactive Arts and Sciences (AIAS), D.I.C.E. (Design, Innovate, Create & Entertain) Summit press release -
    The D.I.C.E Summit, scheduled for February 28 - March 1, 2002, is intended to bring together the most celebrated leaders in the gaming industry to encourage discussion and cultivate innovation. It will be held at the Hard Rock Hotel in Las Vegas, in conjunction with the Fifth Annual Interactive Achievement Awards.
    Speakers include such luminaries as;
    • Richard “10 Ultimas, not counting add-ons” Garriott - Attack of the Killer Sequels
    • Will “If you let them build it, they will come” Wright - Audience Developed Products - How to Involve the World
    • Sid Meier’s Sid Meier - The DINO Project: Three Glorious Failures

    Hidden Messages - 07th November 01 - nocturne
    Stellerex, Senior Producer, talks about the future in Dev Team Comments.
    First of all, hat’s off to Joshua Rowan concerning the hidden message in my last comments from the team. I thought it would be a fun way to tell people what the dev team is up to these days. I’m glad someone managed to figure it out. And to answer the next obvious question, no there are no hidden messages in this CFT. It gets dull doing the same thing twice.
    This one is worth reading, particularly since most of the Team Comments aren’t.

    For Honor and Glory - 08th November 01 - nocturne
    In Concept :: The Virtue of Honor -
    [InDev] [Honor] Pursuit of Honor will be designed around an arena-based dueling system, which will track all results of related “duels of honor” combat.

    Lord Blackthorn’s Website - 09th November 01 - nocturne
    Lord Blackthorn’s Revenge Lord Blackthorn’s Revenge Official Site -
    Ultima Online, the Internet’s premiere fantasy world experience, now deeper and darker with over 30 new monsters from the mind of Todd McFarlane.

    The worlds of Ultima Online have been revolutionized with exotic, fantastical creatures from the mind of Todd McFarlane. Enter a world oppressed by evil forces, where diabolical villains have returned and aligned their powers in an attempt to conquer and vanquish the virtuous. Over 30 new monsters and creatures designed by Todd McFarlane add a darker twist to the once familiar land of Ilshenar. A new land area located in the center of Ilshenar is the setting for the beginning of this dark siege. Who will prevail in this legendary battle of good versus evil? What new characters will emerge to protect and defend the heroes of Britannia™? What frightening and evil foes await them?

    Join the world of Sosaria and help the citizens save their land from Lord Blackthorn’s Revenge.
    And I bet you always wanted to know how many times Todd McFarlane can be placed in a blurp without becoming unwieldy. There’s also a Name a Monster Contest as part of the Online Worlds FanFest thingy. The UO:BR factsheet is here.

    New In Testing - 12th November 01 - nocturne
    Testing for Next Update :: Updating NPCs, houses, the guild, party & faction systems, and more -
    [301101] - A large variety of bug fixes and changes are being addressed in this update, involving some aspects of NPCs, houses, skill gain, the guild & party systems, spellcasting, some map regions, the faction system, as well as including various miscellaneous bug fixes. (Please note that these changes are already active on the Lake Superior shard.)
    Testing for Next Update :: New Player Experiences -
    [301101] - It can be difficult to start off in a new world, with only the tools of your craft and no training in how to use them. We are in the process of adding several “directed experiences” to the early game, as a way to help those players new to Ultima Online learn their craft and be better prepared to excel in their chosen profession.

    (M)Ore or Less - 13th November 01 - nocturne
    Patch, November 01 1/2 - We fixed a bug causing areas in Ilshenar to produce pieces of ore that didn’t produce ingots when smelted, and a direct result of that bug fix was that ore areas will now restock independently of each other. Other changes were made at the same time to increase the rarity of rare ores, as well as give experienced miners the ability to influence their frequency of obtaining the rarer types of ore.
    There are now things players can do/learn to influence their mining results, but we’re leaving it up to the players to discover those.
    We will be putting these methods ((when we figure out what they are)), on the Mining page.
    FYI :: Client Patch -
    We will be releasing a client patch on Monday, November 12th at approximately 2:00pm CST. This patch includes a memory-related crash fix, as well as various localization files. The version for the 2D client will not change from 3.0.5d, since no executable changes are included in the patch for that client. However, the version for the 3D client should now be 3.0.5f Build 82.

    The client is in the hands of the enemy. - 14th November 01 - nocturne
    Alai, 1337 Client Programmer, talks about your client in Dev Team Comments. Of special note is a bunch of special interface features of UO3D.

    Publish Update - 15th November 01 - nocturne
    FYI :: Publish update/Lake Superior fixes -
    The items listed in our “Next Update” section include a wide variety of updates and fixes (noted here), and these changes were recently published to the Lake Superior shard while we monitored them. We noticed some instances that required additional attention.

    We have brought down the Lake Superior shard, and upon its return, the items listed below will have been corrected. We will continue monitoring the Lake Superior shard for any further issues. We apologize for any inconvenience this may cause.
    • Fletching problems: The fletching skill was not properly noting/checking the fletcher’s actual skill level when crafting, with players receiving error messages stating they don’t have enough skill to make a given weapon, and non-GM fletchers were unable to craft heavy crossbows. These issues have been fixed.
    • Too many arrows being used per shot: Archers have been using up more than one arrow for each arrow shot. Sometimes, for example, 3 arrows will disappear from the archer’s pack when only one arrow was fired. This has been fixed.
    • Pre-patch Moonstones: When players attempted to use pre-patch moonstones, they did not work and the user was told that he “cannot bury it here.” These pre-patch moonstones should now work properly.
    • Golems could not be healed with the new tinker menu: Golems should now be able to be healed, with the aid of a new feature in the new tinkering menu.
    • Some players are not being paid for completed bulk blacksmithing orders: Player who receive & complete bulk orders should now receive the proper payment for them.
    • Runebooks were not displaying their player-created titles: This has been fixed, and runebooks should now properly display their player-created titles.
    • Runic Hammers were allowing players to enchant armor: This will no longer happen. Runic hammers will still enchant weapons, as intended, but will no longer enchant armor. Any armor that was enchanted in this manner will lose their enchantment.
    • Skill gains in Cartography were advancing too rapidly: This has been fixed.
    In Concept :: The Virtue of Spirituality -
    [InDev] [Spirituality] Pursuit of Spirituality will help players learn about the Virtues philosophy and game system, and give them alternate ways to gain in each Virtue.
    Calandryll -
    Spirituality to me has always been the virtue that was more about understanding the other virtues. This system was designed to not only cover that fictional aspect of Spirituality, but also to address some concerns that some of you have expressed.

    It will provide another way to gain in each virtue. This is something I have seen mentioned many times. Now, if you are not into helping people or don’t like PvP, you can still gain some Humility or Honor through Spirituality. You wont gain points as quickly as you would through the primary method, but it still allows you to gain to the second path in any virtue you chose.

    It also will allow us a way to demonstrate some aspect of the virtue that the primary way of gaining in it may not have covered while also teaching players not familiar with the virtues something of each virtue. The lack of fame for humility and giving up wealth for sacrifice fit their respective virtue nicely and offer a quick glimpse into the virtue.

    The last thing this system allows us to do is recreate the moral dilemmas so popular from the single player games. If you chose to forgo fame in the pursuit of Spirituality and Humility, you cannot gain towards Sacrifice. Not every virtue will have that kind of counter-system, but we can add when appropriate through this system.

    We don’t have an idea for Honor yet, but am open to ideas.

    Thoughts?

    GDC 2002 - 16th November 01 - nocturne
    The Game Developers Conference 2002 website has been opened. GDC02 will be held 19 thru 23 March, 2002 in San Jose, California (about the time Episode II will be released).

    Speakers include Dene and Simon Carter (Project Ego), Richard Evans (AI, B&W), Richard Garfield (M:tG), Raph Koster (UO, SWG), Dr.s Greg Zeschuk and Ray Muzyka (BioWare), Scott McCloud (Understanding Comics) and Will Wright, Peter Molyneux, Brian Reynolds, Jeremy Soule (Composer, Icewind Dale), Warren Spector, Phil Steinmeyer (Tropico), Rich Vogel (UO, SWG), and quite alot more.

    Lord Blackthorn’s Downloads - 18th November 01 - nocturne
    [UO:BR] The Downloads section of the Official Site has been filled up. Three wallpapers, 15 rather nice renders and a pair of .mp3s, Vesper and Jhelom.

    Dev Postings - 20th November 01 - nocturne
    Hanse -
    We’re not planning on releasing dyable runebooks, at the moment. There’s a possible issue to prevent that, as well. We’d need to deliberate on how future spellbooks (if any) are to be represented in the game before allowing them to be dyable or making a strict decision not to. This means we think ahead of the future of a piece of artwork, because we have limited artwork to work with.

    Some objects in the game should not be dyable or have limitations on how they can be dyed. Although, the majority of objects that you folks can dye have a broad range of colors.

    If we were to allow dyable bright blue staves, would ice staff scamming occur? Probably… It’s not a simple matter of flipping a switch and something becomes huable. This is the same with any feature change in the game. We must deliberate over positives and negatives of a system in an attempt to reduce its potential abuse by players.
    Calandryll -
    Actually, this scenario had more items than that:
    - 23 new craftables (over 40 if you count all of the variations with the flip-flop tool)
    - 4 arcane clothing craftables
    - 1 golem craftable
    - that also doesn’t include the resources which people are using as decorations (sand, stones, arcane gems, clockwork assemblies, and power crystals)

    So technically, this scenario had at least 33 items. :)

    As far as the over 30 new items, remember, we’ll be adding at least one item with every scenario, so over the course of the months leading up to and following the release, we’ll break 30 by a lot!
    Gromm -
    Ver Lor Reg is indeed the name of the Gargoyle City. :)
    Calandryll -
    Why not make granite and sand a stackable commodity?
    Two issues. First, he graphic used for the rocks and sand are not stackalbe in the server code that handles those tiles. Second, making them not stack means it is more difficult to store them. That creates a little bit of rarity with the items, which will make them more valuable for a longer period of time. All of that said, I am not against making them stackable and will investigate it further from a design and code perspective.

    Why can 1 sand only make one bottle?I think it should make like 5 or so.
    I think the reason that seems like a lot is because there isn’t a lot of sand around. In a few months, sand wil be far more common (especially if we make it stackable) and the ratio of 1 to 1 may not seem so bad.

    I think we’d all really appreciate a seperate tool for mining up granite.
    Definitely planning on doing something so people don’t have to mine stones if they only want ore. Not sure what or when though.

    Will the Mallet and blow pipe be available for tinkers to make?
    I see no reason why not, but it’s something we’d have to schedule in to be added.

    Why is there a minimum skill requirement when you can only create these items at GM?
    That’s just the way difficulty works. The numbers you see are based off how difficult the item is.

    Are these the “Over 30 new items to craft, collect, and trade” to be featured in UO:LBR or should we expect more? :)
    Thse are part of those 30 items although you can expect to see more as we release more scenarios.
    Sannio -
    You don’t have to “refresh” your masonry or glassblowing skills by reading another book...in fact, once you learn either ability, you know have that ability forever. In other words, learning masonry is a one-time purchase, and glassblowing is a separate, one-time purchase.

    More of Lord Blackthorn’s Downloads - 21st November 01 - nocturne
    [UO:BR] The Downloads section of the Blackthorn Site has some new additions. Four wallpapers, 12 renders and a new pair of .mp3s, Victory and Linelle.

    Calandryll on the Virtues - 23rd November 01 - nocturne
    [The Virtues]
    Calandryll -
    A Knight does not mean someone who wears armor and carries a sword. The title Knight can be bestowed on anyone, even someone who has never fought a single batter. The title is a symbol of courage, perseverance, and good actions. There are many people in today’s times who wear the title Knight who have never carried a weapon.
    Calandryll -
    The reason gold (and checks) aer used is just as you say, so everyone can be involved. By giving the gold, what you are essentially doing is sacrificing something you own for the benefit of the community. Think of the chest you place the gold in as a fund to help the less fortunate in Britannia. In fact, fictionally, that will probably be how this is explained.

    As far as the reward, it’s not supposed to be that grand. It’s not going to be very difficult for anyone to gain in Spirituality. And of course, you also gain in other virtues through it. So the reward matches the difficulty of obtaining the path in the virtue. Some virtues will have powerful rewards, others will not. It all depends on how difficult it is to achieve that particular virtue.
    Calandryll -
    You go to the spirituality shrine, and are sent to the humility shrine… you do your humility task and gain humility… when are you gaining the spirituality points?
    You gain Spirituality after you complete the task. So if you do a Humility task, you gain both Humility and Spirituality. Note again though, the increase the Humility is small. Also, you don’t go to the Humility shrine.

    I recommend that you change it so that the people in spirituality have “automatic spirit speak” as opposed to their ghosts being able to speak clearly.
    One of the reasons I made it work with ghosts is because a lot of RPers like to have a ghost as part of their quest. Problem was, anyone without spirit speak could not understand. This way, only the ghost has to have spirituality and then everyone can hear him.
    Calandryll -
    No. I am saying there are two ways to gain it on most shards so players have a choice. And since Siege doesn’t have Young players, they can still gain it through Spirituality.
    Calandryll -
    Real world examples do not apply because in our world, there is rarely black and white evil and there are no orcs, liches, etc. Everyone side in a real world conflict, no matter how evil it may seem to us, has their own viewpoint.

    In UO though, we have true black and while good and evil. Orcs (the shardies) are evil. Liches and all other undead are evil. Demons re evil. Etc.

    You’re not “killing” in the sense of slaughtering people who have a different view point thatn yourself, you are ridding the land of evil creatures, but forgoing the fame normally granetd for such actions in the name of Humility.

    Adrick on Factions - 27th November 01 - nocturne
    Adrick talks Factions in Dev Team Comments.
    In this team comments I’d like to focus on Player vs. Player combat, specifically within the context of the UO Faction System.
    FYI :: Treasure Chest Decay Rate -
    An issue involving the rapid decay of treasure chests has been resolved. We are targeting to publish the fix for this issue to all shards tonight, to be active on Wednesday, November 28th following their regularly scheduled maintenance periods (local server time).

    Dev Postings - 28th November 01 - nocturne
    FierYiCe -
    The “Evil” spots randomly get chosen each time the server restarts. If you defeat the champion it will also set it up to reset to a new random group within a few hours.

    By the way: Some of you have pointed out that it doesn’t seem that the creature groups are balanced. Such as slimes versus pixies as lower level creatures. Well the creature toughness is not balanced because each creature group is specifically designed for certain character classes. One group will give tamers a big challenge, one bards, mages, warriors, etc… Now it isn’t impossible for these classes to defeat the group that is geared against them, but it is definately more difficult. This way each character type has an easy path and a difficult path. This also allows cool diversity without having to really make something that “nerfs” bards and tamers and mages, etc… It’s better to give a strength and weakness to each type instead of just putting in lots of “nerfs.”
    Sannio -
    There is a very important difference between dyed leather good and dyed sandles.

    Until the leather dyes tubs were introduced, specially-colored leather goods did not already exist in the game, except perhaps as the rare quest item or gift/reward. Conversely, there are a great deal of colored sandles “out there” that have been collected by players, each of which is considered a rare to some degree (dark brown, blue, black, blessed, etc.). Introducing a sandle dye tub would have a high risk of “nerfing” most, or even all, of these existing colored sandles--and these sandles would not have the same luxury as green “ranger armor” to have equally rare names (allowing pre- and post-sandle dye tub sandles to be differentiated). We need to be conscious of the tremendous effect on the colored sandles trade that introducing a sandles dye tub would have.

    This is not to say a means for players to color sandles could never happen, it just means that we have to tread lightly, so as not to diminish all the personal and/or long-term efforts many players have already gone to in order to become colored sandles traders.
    Hanse, on BOD rewards -
    So far, only 4 middle-range rewards have been given out on LS. No high-end rewards have been given out yet. The highest runic hammer is Bronze (only one so far). This means the highest craftable weapon is Might, at the moment.

    The fame levels are as designed. Although, they look to be a bit high. We already had reduced the fame reward from feedback on Test Center. So far, we have not decided to reduce them, though.
    Calandryll -
    There are no, nor will there be any, guns in UO.
    Gromm -
    I’ll say it now, we’re not following UO2 fiction at all. The only things we’re using from UO2 are the art and the names that go with the art. Any other similarities of story or in-game behaviours will be purely coincedental.

    That’s part of the reason we asked Austen Andrews to rewrite the Meer and Juka fiction. Meer and Juka in UO will NOT be the Meer and Juka that were to be for UO2.
    This is in reference to the Beginnings story posted on BNN. It’s not scenerio related, just a bit of UO history.

    FYI - 29th November 01 - nocturne
    FYI :: NPCs and Bank Checks -
    We are aware of an issue whereby NPCs which aren’t bankers or minters are able to accept bank checks from players, and we urge players to take great care in handling their checks at this time. We are working to fix this as quickly as possible, but in the meantime, be sure to check that you are using the correct NPC by opening its paperdoll and confirming it has “the banker” or “the minter” in its name.

    Ye Bigge Patche - 30th November 01 - nocturne
    Patch, November 01 2/2 - Context Sensitive Menus; Bulk Order Deeds; Crafting System Overhaul; Changes to Animal Lore; New Player Experiences; Updating NPCs, houses, the guild, party & faction systems, and more.

    IGN PC Interview - 30th November 01 - nocturne
    The first part offers a bit of history.
    My last project with Origin, other than Ultima IX, was Ultima Online, which in my mind opened up a doorway into this new thing called subscription-based online gaming. EA saw it differently. EA thought subscription based online gaming was somewhat of a fluke. They thought the next stage in evolution was, instead of going for hundreds of thousands of subscribers with subscription-based games, to go the AOL games channel, pogo.com style strategy where you get many millions of participants who are supported marginally by advertising but the big belief was that you could take these tens of millions of people and convert them to paying subscribers in some way.

    The reason I left Origin was that they were pushing me and Origin and lots of developers across EA worldwide to develop these small JAVA application games for the EA.com service. For me, as an employee of EA, my salary couldn’t be justified making these tens of thousands of dollars JAVA app games. It was not a strategy that was interesting to me professionally or made any fiscal sense as well and that led to my departure.
    The second part goes on about Lineage, of course, as well as some other things, such as the only three games he has ever completed (Myst, Diablo II and American McGee’s Alice).
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